Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
I'd need to ask some questions first. 1.) Is this an "official template" for any particular character? Where did it come from? 2.) Did you know that there are free texture templates for all the DAZ characters? Just go to www.daz3d.com and get them. 3.) Did you know there are many texture templates or seam guides available at Renderosity Free Stuff. It would help to know more about what figure you're working with.
My answer would be "No.", twice. 1. A texture template, by definition, is a flattened-out 2D rendition of the mesh of the 3D object so that the corresponding 2D images placed over it can be 'wrapped' around the 3D mesh to form the texture. So, making several 3D views of the mesh will not suffice. It will be insufficient in creating a proper texture layout when applied. Try it and see the distortions created. 2. The templates are layed out in exacting positions within the 2D image for retrieval of the texture information wrt the appropriate figure. You can't just throw around body parts and expect Poser to be capable of discerning where on the figure the colored sections should be placed. This is why P4 textures don't work (unaltered) with Daz characters and vice versa. As ronknight pointed out: use the supplied texture template for Vicky at Daz's site. Use layers in your paint/photo editing software so that you can adjust the work without damaging the texture template image. Yes, it is a big pain to get accurate textures, but noone said they were easy to create. ;) I'm currently working on an application to reduce the amount of work in creating textures by applying the 3D mesh over a photo or other bitmapped image and 'unwrapping' the image (with whatever information is 'visible') to fit over the designated texture template. But, don't expect it to be released for at least a month or two, depending upon unforeseen roadblocks and time consumption by other necessities of life. Good luck and be patient, Kuroyume
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
The "official" template (ie: one supplied by the creator of the mesh) is usually adaquate, and sometimes superb... but not always. It is never necessary to use a pre-supplied template if it fails to match your purpose. There are several examples of remapped templates. Symphony's remapping the of P4 Formal is excellent, and allows a lot of different looks, as well as easier flow of the pattern around the dress. Viomar's remapping of the DAZ Dragon gets rid of the stretchies across the head and makes for better detailing. Bloodsong has done wonders with his remapping of various animals ranging from lions and tigers to all the raptors. So, don't fight a template which isn't working for you. Make a new one. It is simple. Get UVMapper from Steve Cox (the free versions are available for both OSs, there is a Pro version for Windows which does a lot more). With UVMapper you have to be sure of orientation (if all you see is a tangle of black lines, rotate your .obj), but you can select areas for special treatment, and use any of several different projections. If material groups were preassigned in the modeling program, some things are easier to locate and move around. Export both your new map and the new object. I recommend that you save the old object under a slightly different name so that you don't overwrite it. Now, I will also suggest that you start with something a bit less complex than Vicki... say a wagon with different parts to it... until you get the hang of UVMapper. There are several excellent tutorials out there, and help in the Forums. I'm working with PhilC's Romantix, and he nudged the bodices several times until he arrived at maps which would be easy to texture. Anton has also worked diligently at avoiding the stretchies in his clothing. There are other folks unamed in this thread who know their way around a texture map. Anyway, if you are willing to put a little effort into it, you never have to accept what is freely available, but can make something better. Carolly
ming re original post: off the top of my head, if you modify a template and can get it back to its original shape after you add your textures it might be possable. NOTE: poser uses the relative position in the bitmap to tell what color to apply to the figure, so you would have to be able to get the original shape back somehow. - let me know if this works, I'm dying to try it.
hauksdottir: Right. But don't you have to remap the object mesh (new UV's) to set up a new template? Kuroyume
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Now for the tough question: how does a program like Poser coordinate the UV vectors within the object and the texture template? ;) I'm new to this, but it will need to be well understood to get the app up to a very useful level. What is known is that the UV vectors in the object are 2D (thus, UV minus the W). Do they directly index the 3D vectors into a 2D map space that is correlated with the texture map bitmap? Prying minds want to know! :) Kuroyume
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
Kuroyume, That is a question for the program's author. Steve is facing imminent parenthood, but you can email him. I suspect that it involves the exact 1-to-1 mapping of two mathematical sets which are described according to certain criteria... however, it has literally been decades since I've wrapped my brain around a mapping problem and that was something involving quasicrystals. Since my 3 remaining brain cells just screamed "Eeek!" and ran for the corner, it is probably time to pull out a math book and frighten them into submission. Carolly
ronknights: Sort of. UVMapper takes the 3D object and creates a template (UV Map). Poser still has to look at the UV vectors in the object to apply them to any specified texture map for correct application of the texture. I just haven't quite figured out how they go from 2D UV points to pixels within a bitmap (but I have a fairly and hopefully correct idea about it). I have a couple of good computer graphics books (Watt, Foley et al, Eberly), but none go into detail about the preparatory process and the mathematics of UV mapping, mainly the application of existing texture maps to 3d objects. hauksdottir: Give my sympathies to your remaining brain cells. ;) I may just take your advice and consult Steve on this. UVMapper is very much in line with what I'm doing (And integral as well. I donot intend to reproduce his magnificent endeavors, instead complement them), but haven't had a chance to play with it (busy coding, you know what I mean). The furthest I've ever gone in writing a 3d graphics engine is Gouraud & Phong shading and ray-tracing (so you can get an idea of how long ago some of it was!) At that time, texture/bump/transparency maps were in their infancy and many scoffed at ever having 'realistic' 3d renderings and animations. Since then, we all know that these new approaches have changed one industry after another. My latest engine, in Java, didn't require any of that sophistication for a simplified real-time, interactive 3D environment. Don't strain those cells! Kuroyume
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
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Thanks